1. 程式人生 > >Unity3D遊戲開發從零單排(六)

Unity3D遊戲開發從零單排(六)

提要

今天要實現的是一個簡單人物控制器。包括用w,a,s,d來控制人物上下左右跑動,滑鼠左擊發出連招,都是基於老的lagacy的動畫。雖然unity3d自帶有charactorcontroller,但是並不是很好用,所以人物控制相關的全部自己來實現。先上效果圖:


場景搭建

首先下載這個package,裡面包含了人物的動作還有地面的模型。將人物和地面都拖進場景中。這裡的模型預設的動畫模式是lagacy,不用修改。模型有點偏小,改變模型的scale值為10.最好不要改原始檔的scale的scale factor,可能會出現骨骼錯位的問題。


接下來給攝像機新增一個天空盒元件,新增一個unity自帶的天空盒就好。

對於人物還要新增幾個component:

新增Rigdbody來控制人物,選擇IsKinematic,這樣角色就不會被外力影響。加了CapsuleCollider讓角色 不掉下去。HeroController用來控制角色的運動和打鬥,下面會說。

角色行走

思路很簡單,通過wasd獲得行走的方向,然後對應控制角色的位移就可以了,不過在變向的時候要注意角色的平滑轉身。

首先定義 一個 列舉變數,為角色可能的狀態。

	public enum ActionState
	{
		Attack_1,
		Attack_2,
		Attack_3_1,
		Attack_3_2,
		Attack_3_3,
		Attack_4,
		Fire,
		Jump,
		Run,
		Idle
	}
	private ActionState actionState = ActionState.Idle;

Animate函式來根據角色的狀態播放對應的動畫
	void Animate()
	{
		float delayTime = -0.1f;

		switch (actionState) {
		case ActionState.Attack_3_1:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-1", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-1"].clip;
			break;
		case ActionState.Attack_3_2:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-2", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-2"].clip;
			break;
		case ActionState.Attack_3_3:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack3-3", 0.15f);
			currentAnimationClip = playerAnimation["Attack3-3"].clip;
			break;
		case ActionState.Attack_4:
			delayTime = -0.1f;
			playerAnimation.CrossFade("Attack4", 0.15f);
			currentAnimationClip = playerAnimation["Attack4"].clip;
			break;
		case ActionState.Idle:
			playerAnimation.CrossFade("Idle", 0.35f);
			currentAnimationClip = playerAnimation["Idle"].clip;
			break;
		case ActionState.Jump:
			playerAnimation.CrossFade("Jump", 0.15f);
			currentAnimationClip = playerAnimation["Jump"].clip;
			break;
		case ActionState.Run:
			playerAnimation.CrossFade("Run", 0.15f);
			currentAnimationClip = playerAnimation["Run"].clip;
			break;
		case ActionState.Fire:
			playerAnimation.CrossFade("Fire", 0.15f);
			currentAnimationClip = playerAnimation["Fire"].clip;
			break;
		default: break;
		}
		//Switch to default if an animation is almost over
		if (playerAnimation[currentAnimationClip.name].time > (playerAnimation[currentAnimationClip.name].length + delayTime)){
			actionState = ActionState.Idle;
			currentAnimationClip = playerAnimation["Idle"].clip;
		}
	}

在update函式中新增對應的邏輯函式:
	// Update is called once per frame
	void Update () {

		float h = Input.GetAxis("Horizontal");  
		float v = Input.GetAxis("Vertical");  
		MovementManagement (h, v);
		Animate ();
	}

MovementManagement函式就是根據輸入處理角色行走的

	void MovementManagement(float horizontal, float vertical)
	{
		if(horizontal != 0f || vertical != 0f)
		{
			Rotating(horizontal, vertical);
			actionState = ActionState.Run;
			moveDirection = new Vector3(horizontal, 0.0f, vertical);
			rigidbody.MovePosition(rigidbody.position + speed * moveDirection * Time.deltaTime);
		}
	}

平滑轉身函式(參考Unity官網的toturial)
void Rotating(float horizontal, float vertival)
	{
		Vector3 targetDirection = new Vector3 (horizontal, 0f, vertival);
		// Create a rotation based on this new vector assuming that up is the global y axis.
		Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
		
		// Create a rotation that is an increment closer to the target rotation from the player's rotation.
		Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
		
		// Change the players rotation to this new rotation.
		rigidbody.MoveRotation(newRotation);
	}

由於這裡是簡單的平地,所以處理起來比較簡單。當需要控制角色在複雜的地形上行走的時候,比如山川丘陵,就需要角色在Y方變化了。這個時候只需要勾選角色的rigidbody component的 use gravity,然後限制rigidbody的x,z方向的移動了,x,z方向的移動要完全靠指令碼來處理。

角色連擊

首先來思考一下邏輯。角色初始值狀態是Idle,此時按下攻擊,發連招的第一招,如果玩家繼續按的話就進入第二招,依次類推,如果中途停下的話,就還是回到Idle狀態。這是最簡單的單線連招的邏輯,沒有考慮打斷,多連等情況,程式碼實現如下:

	void AttackLogic()
	{
		if (Input.GetButtonDown ("Fire1")) 
		{
			if(actionState != ActionState.Attack_3_1 && actionState != ActionState.Attack_3_2
			   && actionState != ActionState.Attack_3_3&& actionState != ActionState.Attack_4)
			{
				Debug.Log ("Fire");
				actionState = ActionState.Attack_3_1;
			}
			else if(actionState == ActionState.Attack_3_1 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_3_2;
			}
			else if(actionState == ActionState.Attack_3_2 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_3_3;
			}
			else if(actionState == ActionState.Attack_3_3 && playerAnimation[currentAnimationClip.name].time > 1.0f)
			{
				actionState = ActionState.Attack_4;
			}
			/*else if(actionState == ActionState.Attack_3 && playerAnimation[currentAnimationClip.name].time > 2.0f)
			{
				actionState = ActionState.Idle;
			}*/
				
		}
		else if(Input.GetButtonDown ("Jump"))
		{
			actionState = ActionState.Jump;
		}
		else if(Input.GetButtonDown ("Fire2"))
		{
			actionState = ActionState.Fire;
			
			//if (currentSkill==null)
		}

	}


執行一下,就可以實現最開始的那個效果了。

參考

Unity3d toturial - Stealth